Another video featuring Team Shadaloo:<br><br>http://www.youtube.com/watch?v=z4zK0JA8g4o&feature=youtu.be<br>
And another one featuring yours truly.<br><br>http://www.youtube.com/watch?v=ARVO0uYCnCg<br>
Another video featuring Team Shadaloo:<br><br>http://www.youtube.com/watch?v=z4zK0JA8g4o&feature=youtu.be<br>
And another one featuring yours truly.<br><br>http://www.youtube.com/watch?v=ARVO0uYCnCg<br>
At 2:13, my cr.HP would not have whiffed in 2012. Did they really need to nerf the damage AND the range. :((
Can anybody check if it’s still possible for Juri to catch the opponent with a cr.hp after a Shoryuken xx tag like shown in this video? Fatal Error XI’s video got me kind of worried.
Cr.hp forward range was nerfed. It’s height wasn’t. You have to be closer to coonnect with it now…kinda dumb but whatever. Looking forward to buffs in the next patch.
You can get cr.HP off a DP switch cancel just fine. I actually do it in that video around the 40 second mark. The problem I now have with Akuma’s Fierce DP Switch cr.hp is that since the cr.hp range is shorter, Juri has to walk forward a bit, and this makes doing delayed j.HP combos harder to time and space correctly. That’s why I rarely use them off Fierce DP.
I think it sounds more llike a character specific problem then cr.hp problem.
It was never an issue in 2012 though.
I dunno I don’t play Akuma. I don’t have issues with King or Yoshi while preforming cr.hp combo’s.
When SFxT first came out, I tried finding Pandora combos for my team(Akuma/Juri) but was put off by the positioning it gave. Now with 2013, a lot of the stuff I wanted to try is more possible. Here’s some of the things I’ve been trying lately. It’s nothing mind blowing, I’m still learning, but it wouldn’t hurt to share. The last two are with Ryu(who I dont use), but I felt his Super was more versatile for what I was Testing. Akuma’s Super is pretty limited.
Juri gets a pretty good Pandora Set-up after a fireball store. I couldn’t get much with Akuma, so I didn’t record any of them, but I think a lot of other characters could combo Fireball Store, Pandora.
[681 Damage] [698 Damage without cr.hp starter] *Midscreen, Requires 3 Meters
(Juri) cr.hp xx jc, EX Divekick, j.hk xx Switch. (Akuma) cl.hp xx mp shoryuken xx Switch (Juri) c.hp xx jc, Delayed j.hp, Pandora (Akuma) Misogi.
[473 Damage] *With stored lk Fireball **Corner Only
(Juri) cr.mk xx release, cr.hp xx jc xx Pandora (Akuma) Far hk, cr.mp xx lk tatsu, cr.mp, cl.hk(2hits) xx Misogi. Misogi is canceled on the second hit of cl.hk
[621 Damage] [605 damage when mk Senpusha is used] *Corner Only
(Akuma) EX Air Fireball, Pandora (Juri) cr.mk xx hk Senpusha, cr.hp xx jc, j.hp, cl.hp xx Super.
Juri’s Fireball is +11 on hit, so I wanted to see if you could link anything after Pandora. The 2nd video is with EX Fireball(much easier to combo)
Whew, that’s a relief to know. If that no longer works in 2013 it will severely cripple my synergy. Having Ryu’s Shoryuken hit only once has its perks after all.
Tested Akuma with Juri and realized how hard it is to catch with his DP. The only Shoryuken Akuma has that I could use the same way as Ryu is his lp version, but it has a very low air time.
A video comparing Juri’s synergy with the shoto characters (Ryu, Ken, and Akuma) which may or may not become harder to do in 2013.
Here’s another video of Juri paired with Colonel William F. Guile.
Yeah the hitbox reduction was in the front, and it sucks because it makes it impossible at times to tag off bison’s psychocrusher and scissor kick this way so I have to do a basic low forward now. Also Vega kinda can jump in on it with way more ease than he should be able to… be careful when AA him
Just cr.mp Vega… far more safe
And another one.
3 matches in 1
I’m still trying to learn more Pandora Combo’s. More Importantly, Practical Pandora Combo’s. Taking BnB’s you would use in a real match and expanding on them to work with Pandora. All damage is without Gems.
**[525 Damage] *1 Meter lk Fuhajin Stored:
(Juri) c.mk xx release, s.mp xx hk Senpusha xx SC (Akuma) hk Demon Palm, Pandora (Juri) Super.
**[463 Damage] *lk Fuhajin Stored No Meter:
(Juri) cr.mk xx release, s.mp xx Launcher (Akuma) cl.hk xx CADC, cl.hk xx CADC, Pandora (Juri) Super
*[524 Damage] 2 Meters
(Akuma) s.hk, s.hp xx lk Tatsu, s.lk, s.hp xx hp Dradonpunch xx SC (Juri) cr.hp xx JC, j.hp, cl.hp xx hk Fuhajin xx SC (Akuma) hk Demon Palm, Pandora (Juri) Super.
This next one is an Alternate, Easier, and more importantly, more Damaging version of the above combo. Gotta love damage scaling.
**[544 Damage] *2 Meters *Alternate Starter **
(Akuma) s.hk, s.hp xx lk Tatsu, mp Dragonpunch xx SC
Ignore the EX Air Fireball in this combo, it only adds 1 extra Damage.
**[542 Damage] [543 Damage with EX Fireball starter] *EX Air Fireball starter not recommended Corner Only
(Akuma) s.hk, s.hp xx lk Tatsu, cr.mp, cl.hk xx CADC, cl.hk xx CADC, Pandora, (Juri) Super.
Another match video featuring Juri being paired with Steve.
I’ve been trying to work better combos into my game…easier said then done. It’s funny how getting hit can make you revert back to your old scrubby ways.
I am the Dropped Combo Champion:
Cmon guys, please optimize your combos and use more j.hk instead of j.hp.
Gonna try and put together a Juri/King vid soon - c.hp is still great even with the nerfs and gives you over 500 damage for 1 meter.
Also, I notice a lot of people aren’t confirming into HK Senpusha TAG. You want people in the corner with Juri, so do your best to carry them there. Senpusha TAG is your best tag combo starter - you can very very easily break 400~450 damage off basic confirms. Even if you just do simple jump attack -> land heavy attack xx special, you’ll see an improvement in your damage.
Those jump cancel divekicks after tags are losing you all a lot of damage as well.
Just some observations.